2023-07-25 09:10:50 +00:00
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package logic
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2023-08-23 07:08:45 +00:00
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//云渲染回调
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2023-07-25 09:10:50 +00:00
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import (
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2023-08-21 05:19:12 +00:00
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"context"
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2023-09-13 05:59:01 +00:00
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"encoding/json"
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2023-09-13 02:42:33 +00:00
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"fmt"
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2023-08-21 08:19:30 +00:00
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"fusenapi/server/websocket/internal/svc"
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"fusenapi/server/websocket/internal/types"
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2023-08-07 04:31:31 +00:00
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"fusenapi/utils/auth"
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2023-07-25 09:10:50 +00:00
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"fusenapi/utils/basic"
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2023-08-09 06:49:15 +00:00
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"fusenapi/utils/file"
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2023-09-13 02:42:33 +00:00
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"fusenapi/utils/websocket_data"
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2023-08-21 08:19:30 +00:00
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"time"
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2023-07-25 09:10:50 +00:00
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"github.com/zeromicro/go-zero/core/logx"
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)
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type RenderNotifyLogic struct {
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logx.Logger
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ctx context.Context
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svcCtx *svc.ServiceContext
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}
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func NewRenderNotifyLogic(ctx context.Context, svcCtx *svc.ServiceContext) *RenderNotifyLogic {
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return &RenderNotifyLogic{
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Logger: logx.WithContext(ctx),
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ctx: ctx,
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svcCtx: svcCtx,
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}
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}
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// 处理进入前逻辑w,r
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// func (l *RenderNotifyLogic) BeforeLogic(w http.ResponseWriter, r *http.Request) {
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// }
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// 处理逻辑后 w,r 如:重定向, resp 必须重新处理
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// func (l *RenderNotifyLogic) AfterLogic(w http.ResponseWriter, r *http.Request, resp *basic.Response) {
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// // httpx.OkJsonCtx(r.Context(), w, resp)
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// }
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2023-08-07 04:31:31 +00:00
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func (l *RenderNotifyLogic) RenderNotify(req *types.RenderNotifyReq, userinfo *auth.UserInfo) (resp *basic.Response) {
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2023-08-25 03:06:32 +00:00
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unityRenderEndTime := time.Now().UTC().UnixMilli()
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2023-11-03 08:17:05 +00:00
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logx.Info("收到unity返回的渲染消息")
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2023-09-13 05:59:01 +00:00
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//解析数据
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var info websocket_data.ToUnityIdStruct
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if err := json.Unmarshal([]byte(req.TaskId), &info); err != nil {
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logx.Error("解析taskId错误")
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return resp.SetStatusWithMessage(basic.CodeRequestParamsErr, "failed to parse param taskId !!!!")
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}
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2023-11-02 07:07:38 +00:00
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//发出去的时间必须是大于服务启动的时间才参与统计
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2023-11-02 04:15:52 +00:00
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if info.RenderBeginTime > serverStartTime {
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2023-11-02 04:25:51 +00:00
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//logx.Info("任务时间:", info.RenderBeginTime, "服务器启动时间:", serverStartTime)
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2023-11-02 04:15:52 +00:00
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//统计unity处理数
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decreaseUnityRequestCount(info.UserId, info.GuestId)
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if req.Code != 0 {
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//统计unity失败处理数
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increaseUnityErrorCount(info.UserId, info.GuestId)
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}
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}
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//重新赋值(很重要)
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wid := info.Wid
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requestId := info.RequestId
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unityRenderBeginTime := info.RenderBeginTime
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2023-10-08 09:04:37 +00:00
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//获取连接
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value, wsConnectOk := mapConnPool.Load(wid)
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2023-11-03 08:13:53 +00:00
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var ws wsConnectItem
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if wsConnectOk {
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ws = value.(wsConnectItem)
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}
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2023-10-08 09:04:37 +00:00
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if req.Code == 0 { //渲染成功
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//上传文件
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var upload = file.Upload{
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Ctx: l.ctx,
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MysqlConn: l.svcCtx.MysqlConn,
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AwsSession: l.svcCtx.AwsSession,
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}
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uploadRes, err := upload.UploadFileByBase64(&file.UploadBaseReq{
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Source: "unity cloud render",
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FileHash: info.TaskId,
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FileData: req.Image,
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Metadata: "",
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UploadBucket: 1,
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ApiType: 2,
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2023-11-02 08:00:49 +00:00
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UserId: info.UserId,
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GuestId: info.GuestId,
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FileByte: nil,
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})
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if err != nil {
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logx.Error("渲染回调上传文件失败:", err)
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if ws.conn != nil {
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//发送错误信息给前端
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ws.renderErrResponse(requestId, info.TemplateTag, info.TaskId, "unity图片上传错误", 0, 0, 0, 0, 0, 0, 0)
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}
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2023-10-08 09:04:37 +00:00
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return resp.SetStatusWithMessage(basic.CodeFileUploadErr, "failed to upload render resource image")
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}
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uploadUnityRenderImageTakesTime := time.Now().UTC().UnixMilli() - unityRenderEndTime
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2023-11-13 02:35:51 +00:00
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//转换unity真实处理时间
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duration, err := time.Parse("15:04:05.9999999", req.CostTime)
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if err != nil {
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2023-11-22 10:17:52 +00:00
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logx.Error("解析时间错误:", err)
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2023-11-13 02:35:51 +00:00
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return resp.SetStatusWithMessage(basic.CodeFileUploadErr, "转换unity时间错误")
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}
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// 将时间对象转换为毫秒数
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unityRealTakesTime := duration.Nanosecond()/1e6 + duration.Second()*1000 + duration.Minute()*6000 + duration.Hour()*3600000
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if ws.conn != nil {
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//发送到出口
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ws.sendRenderResultData(websocket_data.RenderImageRspMsg{
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2023-10-11 06:19:22 +00:00
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RequestId: requestId,
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Image: uploadRes.ResourceUrl,
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RenderProcessTime: &websocket_data.RenderProcessTime{
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UnityRenderTakesTime: fmt.Sprintf("%dms", unityRenderEndTime-unityRenderBeginTime),
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UploadUnityRenderImageTakesTime: fmt.Sprintf("%dms", uploadUnityRenderImageTakesTime),
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UnityRealTakesTime: fmt.Sprintf("%dms", unityRealTakesTime),
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},
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})
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logx.Info("渲染回调成功,渲染结果图片为:", uploadRes.ResourceUrl)
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return resp.SetStatusWithMessage(basic.CodeOK, "success")
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}
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2023-10-10 06:15:43 +00:00
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logx.Info("渲染成功但找不到ws连接")
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2023-10-08 09:04:37 +00:00
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return resp.SetStatusWithMessage(basic.CodeOK, "success:but websocket connect not found")
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2023-08-09 06:49:15 +00:00
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}
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//渲染失败走下面
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if ws.conn != nil {
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//发送错误信息给前端
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2023-10-27 09:46:24 +00:00
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ws.renderErrResponse(requestId, info.TemplateTag, info.TaskId, "unity云渲染错误:"+req.Msg, 0, 0, 0, 0, 0, 0, 0)
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2023-11-10 02:23:26 +00:00
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//发送给前端重发消息
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ws.requestResendRenderResponse(websocket_data.RequestBrowserResendRenderEvent{
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RequestId: info.RequestId,
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Description: "unity require resend",
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})
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2023-11-03 08:23:57 +00:00
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logx.Info("渲染失败且发送了失败信息:", req.Msg)
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2023-10-10 06:15:43 +00:00
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} else {
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logx.Info("渲染失败且找不到ws连接")
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2023-09-04 08:54:55 +00:00
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}
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2023-08-15 09:10:43 +00:00
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return resp.SetStatusWithMessage(basic.CodeOK, "success")
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2023-07-25 09:10:50 +00:00
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}
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